Let us use the SceneTexture:CustomStencil in UserInterface domain materials in UE5

This worked in UE4 and provided a wonderfully flexible and powerful method of rendering scene component masks inside UMG - simply by assigning an image with a UI material that used a SceneTexture:CustomStencil node.

It was extremely performant and robust, and took very little setup to get working (unlike render targets).

Right now the SceneTexture:CustomStencil node outputs a constant value of 1 (or 0, I forget), please undo this regression, and make it a feature if it worked “accidentally”!

I realy realy realy realy need it too!

I developed a plugin named “SceneTextureForUMG” to solve your problems. I developed it after I saw your post.